The most common issues to be identified:
Collision Issues- is it discrete or continuous:
Discrete collision detection - movement in the game environment in the typical sense in and around npc non npc's
and or game asset objects
Continuous collision detection - fast moving objects passing through and or around play may include whats called "pathing' point
to point movement" how assets A.I move through the game environment.
===========================================================================================
Artificial intelligence - Primary, secondary conditional game dynamic function, may include text prompts, progression condition resolution.
Sound sound prompts/ques, phasing/reverb/pitch frequency clashes, or missing completely,
How npc non npc powers interact in combination in combat and passively/idle.
Are npc's too powerful does the damage potential done and received met the intended parameters - balance
Are text prompts appearing when conditions are correctly met, Are related sound ques working,
Are additional game dynamics such as secondary completion options working correctly when conditions are met.
Are any powers blocking buff stacking, are de-buffs working on balance vs damage potential vs damage within set
parameters as intended.
Making in game items- Trade skills/inventions the availability of game assets to produce items,
Drop rates - Are in game items dropping within the parameters met typically common uncommon rare ,very rare ,ultra rare.
percentage based drop rates can be difficult to data mine without a huge sample of data.
===========================================================================================
Load Testing - how many players can the server realistically handle before ghosting/ rubber banding/ data lag becomes an issue.
how many threads/particles/sprites are running in the game to the point of performance peak potential.
Are hardware requirement limitations restricting further development as DX/net fameworks etc evolve.
===========================================================================================
SDET - Software Development Engineer in Test - Advanced and out of context here, but to offer insight what an actual technical tester
is responsible for building automated test cases (focused complex test issues) may pertain to overall game performance
game security in a sense its reverse compiling i.e headers,library files,code within the source code -Bootstrapping.
===========================================================================================
NDA's: "Time wasters" beta testing should be avoided if your intent is too simply get a head start on new content.
Not adhering to non disclosure agreements in most contexts may be enforceable in a court of law
Don't think because i didn't sign anything I am not under contract - See *conditional acceptance.
===========================================================================================
Feedback & communication Play-ablilty:
In my experience communication and feedback are really the most important aspect for a developer.
'I don't like this power it sucks' !! is not feedback
" i don't like caves , caves suck' !! is not feedback.
Being critical without context, without encompassing all aspects in any given context is worthless
Being critical without offering realistic solutions are of no benefit and is not feedback.
Communicating in a positive manner with concise and clear identification of issues/suggestions is best practice
Why it should be considered, what are the benefits for everybody, will it allow further development to progess
without handcuffing the game into limitation as hardware develops so must everything else.
Are you offering realistic feedback i.e i want a 100000k nuke for my blaster is a waste of pixels.
Take the time to consider the over view of the game development direction and focus on that.
===========================================================================================
Play-ability: Ultimately the players experience is key to engagement, Community quality is a reflection of the game
content and quality without fail, happy campers hang out and drink beers unhappy campers steal your beers
and throw empty cans all over the show.
The ability for the development team to decide where to focus is only as good as the quality of feedback.
Developers do not have a crystal ball, - nor do they have time to sift through nonsense.
You can please some people some of the time,but you cant please all the people all of the time,-Regardless !!